Tactics against the cannons ?

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Willard
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Re: Tactics against the cannons ?

Post by Willard »

Garnier has actually done quite a bit of work to make the artillery more effective. This is why batteries are now scoring dozens of hits/kills per battle instead of maybe 10 cumulatively. Howitzers have been removed completely as they are useless save for cannister. Napoleons too (which I was somewhat surprised about but even at maxed stats a battery of 4 guns was scoring fewer than 10 hits in a 90 minute battle firing constantly). 3 in ordinance are working amazingly well, ask anyone and they will tell you. I think overall (save for Robinson's CSA guns) the Union guns are still dominant despite tweaks, but not a terribly big deal.

It is true that even massed artillery cannot break up an assault in the game on its own. It can take a toll, but most casualties are dealt when both sides are maneuvering or sitting and waiting for the enemy to move. Cannister remains the only ultimate deterrent for a massed assault. The 250 yd rifles were put in place to counteract abuse of cannister, and have done that job admirably although, as noted, there is still cannister fired in nearly every game, just not in the ridiculous amounts we had seen previously. Is it perfect? Not at all; but better than it was? Definitely.

And I'm honestly still confused about your last sentence there :huh: If a massed attack/flanking movement cannot be broken up by artillery fire, why would players shy away from making those moves? Why would they mass around defensive positions backed by artllery if, as you say, that artillery is highly ineffective? Honestly I think I see all of these things every game we play.
Sorry - I didn't explain myself as well as I should. Garnier's tweaking hasn't improved any of the guns, it just removed the guns that were not effective with his mod. Don't get me wrong - I am not complaining about any of the hard work that Garnier has put in. However an official patch or MP modding ability is needed to fix some of the arty issues.

The bottomline is that the majority of guns used in the CW were 12 pounders, which are virtually useless in the current campaign. Replacing them with 10pders doesn't "fix" the problem, it only minimizes the problem by removing the ineffective 12pdrs. The way the current game is modeled, 3inch and 10pd guns are very effective at ranges greater than 500 yards. However less than 500 yards the effectiveness isn't that great on a cost/benefit basis and so a gap exists between the 200-500 yard mark. At ranges less than 500 yards they are still effective, but once you hit the 250 yard mark, infantry can kill a proportionally higher number of gunners than any damage inflicted by artillery. In the stock game, this problem was minimized by the fact that infantry range was 160 yards and artillery could dominate in the 160-200yard gap. However the stock game was "hiding" some warts as 12 pdrs never really filled that mid-range gap at 200-500 yards and their end-game stats were skewed by the canister results.

The biggest result has been the neglible effect of long range and counter-battery fire by artillery - especially 12 pdrs. Overall I think it is a good thing that the guns are back and Garnier has done the best he can to achieve it given the tools at his disposal. However, Norb's team needs to fix that gun killing ability for counter-battery fire and improve that longer range effectiveness in the 200-500 yard range. There is no way in hell that batteries would be rolled out in the open facing emplaced guns at less than 500 yards - which is what happens in the stock game all the time as players basically use their batteries as tanks to blast infantry with canister. Unfortunately, Garnier's campaing has neutered batteries to the point that even when they are deployed properly they need to be withdrawn because they will get torn up by infantry as they don't have the ability to inflict any commensurate casualties.

That gets me to my main point, which I didn't fully explain in my earlier post. Artillery is a force multiplier and cannot single-handedly win a battle - nor should it be tweaked to achieve that result either. That being said, the 200-250 yard gap actually hurts play because it ties down MORE troops than should be needed to hold a defensive position. Because infantry can sit back at 250 yards and kill off artillery crews without any adverse effect, MORE infantry is needed to anchor defensive positions. This reduces offensive and movement options by minimizing the amount of troops available for massed/flanking movements and attacks.

The damage that can be done to artillery by infantry in the 200-250 yard range is disproportionate to any inflicted damage by artillery so that MORE troops are needed to defend the position than should be needed. This is further amplified by the fact that guns are manned by 12 men each vice the previous 15 - a reduction of 20% - which makes guns rout 33% faster (guns rout a 6 men so kills of 6 men causes them to rout vice the 9 required with 15 manned guns). Even if guns wanted to stay and fight in the no-man's land of 200-250 yards, their time on that spot is automatically reduced by 33% before they even fire a shot. Infantry can sit back at 250 yards and there are only two viable options - either send in more defending infantry (less troops now available for offensive action) or remove the guns (giving up an anchor point as there is no way to defend it).

By changing to a 200 yard range, there is now an interesting dilemma for both attacker and defender: batteries can now defend themselves and inflict proportional casualties. If the attacker wants that position, he now actually will pay the price and defender will now need to factor in how much damage he is willing to give/take with the guns to hold that spot.

As I mentioned in the post earlier in response to GFran, last night was a perfect situation that this caused a problem. I needed to request infantry support from Harmon to push the lone Yank regiment that creeped up to 250 yards and started picking off my gun crews. At 200 yards, that lone Yank regiment would have been hit hard and I would have been willing to take minimal gun crew loses based upon the math that my 10 guns would destroy that regiment before it got up the hill. Instead, because the guns couldn't inflict any damage I only had two options: get some infantry support ASAP or withdraw. In this case the batteries were not rolled up but were in place for quite some time and had support on both infantry flanks. Had the attacker moved multiple regiments up in that gap, I would have been toast as the arty would have been picked off at 250 yards with no way to defend itself. The only option would have been throwing more troops in there when the whole point of using artillery in such a situation is to free troops up. I don't want to see a situation where artillery is impervious to infantry fire, but I think we have gone from one extreme to another.

As for the issue with the arty batteries overall, they are effective when they are used properly. In the stock game, I generally have my 3inch and 10pd batteries far from the front line. I use my 3inch guns almost exclusively on counterbattery fire and my 10pd batteries targeting infantry unless I need additional CB support. My 12pds (and howitzers if I have them) are much closer up - I keep them generally 100-200 yards behind the front lines and they target infantry exclusively. When deployed as described, I have had batteries account for approximately 25% of the battlefield casualties - without alot of canister expended - which is probably historically low but a reasonable percentage for the game model. I have had situations where the percentage was higher, but that is generally the result of poor generalship by players such as Father General, who refuse to accept that attacking batteries at an elevated defensive position is a poor tactic. I completely understand and agree with the frustration that players have with players rolling the guns up. When I see that, I generally switch all my guns to target artillery and I will eventually knock out the guns - but not quick enough for it to be an effective deterrent.

In the current campaign model, arty inflicts about 10-15% of overall battlefield casuaulties and the aforementioned changes have effectively decreased arty effectiveness by about 50% from the stock game. I understand the reasoning behind the changes - but the problem isn't the game model, it is the tactics used. Players rolling up the guns should be penalized but aren't. Based upon your post, I would assume you would agree that players exploiting column/uber charge mechanics should be penalized as well, but aren't. Unfortunately the changes in the campaign are a bit of mirage and IF losing guns didn't cost so much point wise, you would see less players worry about defending them. That is the only reason why players still protect them because if you lose them, the negative point hit is much higher than any tangible value they have on the battlefield (other than the "prestige" of taking a battery).
SouthernSteel
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Re: Tactics against the cannons ?

Post by SouthernSteel »

Well explained, and yes, for the most part I agree, save that I have not analyzed things to the extent that you have. Your last point/paragraph is particularly insightful and well taken.

The 250 yd rifles are effectively the ultimate deterrent against players rolling their guns up, but it still leaves the guns vulnerable now. I will continue to be intrigued how the 200 yard rifles will impact gameplay once they are released.

The only thing I can mention (that you may already well know) is that Garnier experimented with 12-man batteries in hopes of making counter-battery fire more effective. It hasn't really done that, but mostly because counter-battery fire isn't much to begin with, so even 3 men down the guns won't take enough casualties to rout via counter-battery fire alone. And you are right, Garnier can only work within the current framework, and so basically increasing stats was about all he was able to do. It has proved helpful for the 3 inch rifles particularly, but shows little improvement for all other guns. Even the 10 and 20 lb parrots that replaced all other guns are pretty ineffective, even with elevated stats. It is still shocking to me that the ol' 12 lb Napoleons were still absolutely useless even at max stats across the board. They and the howitzers are good for cannister and little else. This is strictly speaking from observations in Garnier's campaign mod, and I don't entirely know what changes have been made.

I agree that artillery alone shouldn't dominate, but it should be more of a factor in the battle. Massed batteries (talking 20+ guns) on high ground with good targets really ought (historically speaking) to fairly well drive off any infantry opposing them at 500 yards and under. Perhaps we can make it so that artillery hits cause a more severe morale drop? (that may well have to wait until more modding tools are released, I don't know). Still, I've had brigades, even under cover and lying down take 20+ casualties from a battery (I'm guessing here) maybe 400+ yards distant in under 5 minutes or so, which is more than I recall taking in the past, and it is indeed frustrating. And yet, we can't expect to have artillery causing 25% of causalties in Garnier's games when both sides regularly lose 30% (easily 5-10,000 men) per engagement. I can't even imagine how the artillery would manage 2,500 hits in a 90 minute game.

Sorry, that was a bit random/rambling, but maybe a few coherent thoughts in the bunch.
Last edited by SouthernSteel on Thu Dec 30, 2010 4:16 am, edited 1 time in total.
"The time for compromises is past, and we are now determined to maintain our position and make all who oppose us smell Southern powder, feel Southern steel."
Jefferson Davis, 1861
Willard
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Re: Tactics against the cannons ?

Post by Willard »

Well explained, and yes, for the most part I agree, save that I have not analyzed things to the extent that you have. Your last point/paragraph is particularly insightful and well taken.

The 250 yd rifles are effectively the ultimate deterrent against players rolling their guns up, but it still leaves the guns vulnerable now. I will continue to be intrigued how the 200 yard rifles will impact gameplay once they are released.

The only thing I can mention (that you may already well know) is that Garnier experimented with 12-man batteries in hopes of making counter-battery fire more effective. It hasn't really done that, but mostly because counter-battery fire isn't much to begin with, so even 3 men down the guns won't take enough casualties to rout via counter-battery fire alone. And you are right, Garnier can only work within the current framework, and so basically increasing stats was about all he was able to do. It has proved helpful for the 3 inch rifles particularly, but shows little improvement for all other guns. Even the 10 and 20 lb parrots that replaced all other guns are pretty ineffective, even with elevated stats. It is still shocking to me that the ol' 12 lb Napoleons were still absolutely useless even at max stats across the board. They and the howitzers are good for cannister and little else. This is strictly speaking from observations in Garnier's campaign mod, and I don't entirely know what changes have been made.

I agree that artillery alone shouldn't dominate, but it should be more of a factor in the battle. Massed batteries (talking 20+ guns) on high ground with good targets really ought (historically speaking) to fairly well drive off any infantry opposing them at 500 yards and under. Perhaps we can make it so that artillery hits cause a more severe morale drop? (that may well have to wait until more modding tools are released, I don't know). Still, I've had brigades, even under cover and lying down take 20+ casualties from a battery (I'm guessing here) maybe 400+ yards distant in under 5 minutes or so, which is more than I recall taking in the past, and it is indeed frustrating. And yet, we can't expect to have artillery causing 25% of causalties in Garnier's games when both sides regularly lose 30% (easily 5-10,000 men) per engagement. I can't even imagine how the artillery would manage 2,500 hits in a 90 minute game.

Sorry, that was a bit random/rambling, but maybe a few coherent thoughts in the bunch.
All excellent points. Part of the problem with tweaking artillery is based upon how the stock game engine was/is designed. Looking at the three basic artillery pieces in the stock game, each has their costs/benefits:

3 inch guns - They are the best "long range" gun and very effective at knocking out enemy guns when on counter-battery fire and good long range support as well. I have found their effectiveness to be better in the stock game at distances greater than 500 yards.

10 pd guns - They are the best "all around" gun in my opinion. They can provide good counter-battery support, the best long range support and are still very effective close-in.

12 pd guns - Totally devastating close in but really should be more effective in the 200-500 yard range.

When they are "tweaked" in the campaign game, the results you describe shouldn't be a suprise. The 200-500 yard gap is very real in the stock game and is actually amplified by the campaign tweaks. For the purposes of stock game, some concessions need to be made - no one wants to play a game where 40%+ of the battlefield casuaulties are caused by artillery (except for me, Baylor and Jack!!! :laugh: ). Additionally, there is going to be some sort of rock/scissors/paper model which I think everyone would be willing to accept - 12 pds good at 500 in, 10 pds jack of all trades, 3 inch really good long range.

You raised an interested point regarding fatigue/morale malus that should be looked into. In the stock game, this manifests itself in two distinct areas:

#1 - Counter-battery fire can be very effective provided you throw enough guns at it long enough. I can start knocking out enemy guns beginning at the approx 30-45 minute mark of continuous cb fire provided I switch all guns (even 12 pds!) to target artillery. In those instances what will happen is that CB fire will begin to inflict more casualties as the fatigue and morale malus takes effect. Even if you don't knock out enemy guns, killing gunners and increasing fatigue hits lower the ROF for the battery. Things begin to snowball in that second period - more gunners and guns get knocked out, ROF decreases and the effects of CB fire increase proportionally.

#2 - Excluding canister, targeting infantry for a continous period of time while they are under infantry fire does increase the fatigue/morale malus. The problem is that it usually takes about 75-90+ minutes of sustained fighting (provided there is not a lot melee) for long range support fire to really start chewing up infantry. As infantry units are already engaged, they are suffering casualties, fatigue and morale losses throughout the battle. Once the artillery starts raining down towards the 2nd half of games, units will start to break much more quickly - especially if hit with enfilade fire. The problem is that artillery needs to be committed for an extended period of time to accomplish this goal. That means you can't keep relocating a battery/s every 15 minutes.

What doesn't happen - in either the stock game or the campaign game - is the fatigue/morale malus that could have an effect on troops in that 200-500 yard gap. Certainly I want to see casualty rates slightly tweaked up in the gap, but another "benefit" as you describe would be increasing the fatigue/morale malus that would result in the unit breaking under sustained close range fire more quickly.

Reference the comment about casualties in the campaign game, I think you are underestimating the math.

Using Battle 592 as example:

There 37,944 total Union/Reb troops engaged in battle.

US
Troops 19010
Killed 1099
Wounded 3695
Missing 1948
Total 6742
Percent 35%


CS
Troops 18934
Killed 853
Wounded 4142
Missing 996
Total 5991
Percent 31%

Pulling up the OOB we find that the Yanks deployed 50 guns which inflicted a total of 716 casualties - which accounted for 12% of rebel casualties. The Rebs deployed 50 guns and inflicted a total of 827 casualties - which accounted for 12% of Yank casualties. Of course it is no suprise that artillery accounted for 12% percent of the battle's 12,733 total casualties. Although using a 1 battle sample size is hardly statistical proof, this fits in well with my earlier estimate of about 10-15% rate which I think further analysis of other battles would support.

Would tweaking the arty effective rate mean more total casualties? Probably not - you would still end up with 12,733 total casualties as the fighting was effectively over at that point despite how much time was on the clock. Instead of 1543 arty related casualties, you would end up with 3000 for the battle - which would basically result in the battle ending about 10-15 minutes of gameplay earlier. That being said, we continue to fight much longer in our battles than they would in the Civil War as our battles don't take into account the need for commanders to retire much sooner to protect and move huge wagon and artillery trains, roads/fords needed to move operationally and the strategic need to keep the army intact for the next battle (although G's campaign does penalize players for taking too many casualties during the next battle). Although Battle 592 is statistically listed as a Rebel victory, it was clear to anyone objectively observing the battle that the Rebs took and maintained the initiative throughout and that IRL the Yank's would have had to withdraw wholesale after suffering a pretty huge flanking attack that pushed them all the way back from the den to the pike.
NY Cavalry
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Re: Tactics against the cannons ?

Post by NY Cavalry »

I think we have here an excellent discussion with many good points being made.

I am concerned greatly about tactics and fluid play. That means balance with all the units involved.

The napoleon was the main artillery piece used in the Civil War as it was extremely effective. I hope soon we can have the ability to mod out the problems that we are faced with.( In a campaign game a few days ago I had 10+ hits with my 2 batteries at range of 900 yards. This was in a very short time as the opposing commander double timed it to some cover.

I hope counter battery fire effectiveness is increased.

Troops in column formation should receive terrible casualties. This would help out a lot with column charging and rushing troops in column to the front lines.

The high rate of fire with cavalry troops needs to be adjusted. They did have a higher rate of fire, but with lower range. Also, the caliber was smaller. Cavalry vs infantry was always won by the infantry. (The only exceptions being when infantry was of poor quality or the infantry units were decimated or highly outnumbered.) This maybe a poor example, but comparing them (infantry rifles vs cavalry rifles) would be like the cavalry firing .22 caliber rifles vs 7mm magnum rifles. The 7mm is going to win even if the .22 has a higher rate of fire.

This is a most excellent game and the developing team has been very good in all aspects.
GShock
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Re: Tactics against the cannons ?

Post by GShock »

Problem is a major one in the game and it needs a deep analisys of how to best solve it by merging the gameplay needs with realism necessity.

It is a proven fact that the artillery is vastly ineffective the way it is, as I analized at my point in time before putting the game on the shelf due to lack of development in this sense.

Attacking and winning over the enemy with an artillery that can't hit crap beyond cannister range is telling me one thing only: if the civil war was like it is modelled in the game, Lee must have been senile to even DREAM of attacking Meade at Gettysburg or... perhaps... he had intended to move the artillery forward and the infantry behind but he was denied this by Pickett because in the charge there were fences and the soldiers couldn't pick up the guns and make them cross over. :)

No, seriously... it's not just a matter of musket range. Willard has taken the point with fair accuracy. Infantry double times with little to no penalty in fatigue or morale. It can barely shoot a gun crew down even when in range while the losses the infantry take are extreme.

The only way to beat a gun with infantry is capture it in a charge while essentially you could rout it by musket fire killing its crew. Unfortunately this was not modelled. Conversely, this seems to be glitch-balanced by the fact the arty itself can't hit crap beyond cannister range.

It does suck but at least it's balanced.

History repeats itself. I quit playing Tc2M because of artillery being totally a disaster both in the way it shoots and in the way it is shot at and I have quit SowGB and won't take it on again unless the issue is solved.

We need a definition table so that each troop type knows what troop type it's shooting at (including generals and supply wagons) and the correct modifiers are applied. When arty shoots infantry or cavalry it's shooting an area and a close miss with shrapnel would still do some damage... this doesn't apply.

Conversely, when infantry shoot artillery, there's got to be a limit of casualties the crew can take before routing and mind that the crew routs but the guns has to stay in place. Changing engagement ranges won't do the job, we need the table. Picture 50 people in a regiment shooting a single gun, in less than a moment all servers would be dead or routed. That is what this table should be used for. At that point, no matter what the musket range, infantry will have a REAL chance while taking realistic losses and realism is where we should move to.

I understand these are heavy modifications but this is how it was in tc2m and it's still the same in SowGb. I recommend getting to work on these things or at least some better compromise than we have now before the Total War engine freaks have a go at the CW with their modding.

Fed up of repeating the same things over and over again... months ago I required a feature to be able to issue orders from the minimap. Since this can't be done, I am playing with restricted camera and I must move the general in front line because otherwise I can't see the place I want to move a division to and I can't even use the couriers because they either get lost or killed stupid. Unbelievable... as long as it lasted... then I stopped unbelieving one could do the same mistakes he did in his previous title again and I uninstalled the game.

It's a mistake in DESIGN but it can be fixed. That table is a must and the area effect table is a must as well.

You can't judge a hit/miss with a die roll in regards with an area effect weapon like shell or shrapnel. It's conceptually wrong and unquestionably wrong, sirs.
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